using UnityEngine;
namespace Core.Health
{
///
/// Health change info - stores information about the health change
///
public struct HealthChangeInfo
{
public Damageable damageable;
public float oldHealth;
public float newHealth;
///
/// 是否存在魔法护盾
///
public bool IsExistShieldWall { get; set; }
///
/// 魔法护盾最大生命值
///
public float ShieldWallMaxHealth;
///
/// 魔法护盾当前生命值
///
public float ShieldWallCurrentHealth;
///
/// 上一次的魔法护盾生命值
///
public float ShieldWallOldHealth;
///
/// 用于标注是由哪个种类的Tower造成的伤害.
///
public int attributeId;
public IAlignmentProvider damageAlignment;
public float healthDifference
{
get { return newHealth - oldHealth; }
}
public float absHealthDifference
{
get { return Mathf.Abs(healthDifference); }
}
public float ShieldWallHealthDifference
{
get { return ShieldWallCurrentHealth - ShieldWallOldHealth; }
}
public float AbsShieldWallHealthDifference
{
get { return Mathf.Abs(ShieldWallHealthDifference); }
}
}
}